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Maeltstome
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Posted - 2007.01.25 21:32:00 -
[1]
Just looking back at a few module changes and their perceived/desired effects. WCS's still seem a bit odd to me.
The problem most people had, was that combat ships, especially HAC's used to Stab out horribly then fight til they thought they couldn't win, then warped. Stabs on PVP ships is seen as being dirty... so the changes at first seem to have had that effect.
But really thinking on it - mostly cruisers used stabs (due to the high CPU use compared to the modules used on frigates - ofc not forgetting fully stabbed out raven's ). Most cruisers have a lock range of 40+ K/m, the Tier 3's definately. Most mission runners dont fit stabs anymore, due to the range nerf - as most missions require a range of over 100KM at lvl4. But pretty much all PVP happens under 20K/m - so a 50% reduction to 50K/m still leaves full range for use of a 20KM scram on a cruiser.
My point is - I go out in Losec and 0.0 in my cruiser looking for a few fights. I was in a 0.3 system and spotted a pirate in a cruiser aswell... thought this would be a good fight. I found him in a belt then warped in and initiated the fight, having microwarped about 20K'm to get in range. Got my scram on and styarted fighting, he scrammed me in return. after about 30 seconds of fighting it became clear i was far superior than him and he was into structure in another 30, then he warped. This is not the first time by far and it wont be the last.
This WCS change has made carebears easier to catch (Which is ok, losec and carebears dont mix )and PVP still has more than a few incidents of people leaving while in 1on1's - which was the main argument i believe in favour of these changes.
Perhaps another change needs to be made? E.G you cant bring a warp scrambler online while having an online stab in your setup. This would possibly fix PVP ships having stabs - since who would attack someone without being able to scramble them... leaving your opponent ample opertunity to escape - and equal opertunity that you have while having your WCS online.
P.S. Sorry for the long story that seems a bit whiney - but i was using an example to expand the point.
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Hakera
Freelance Unincorporated Ushra'Khan
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Posted - 2007.01.25 21:35:00 -
[2]
too excessive given the wcs penalties aready in place. To me, they work as intended now with them used for travelling rather than fighting.
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Maeltstome
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Posted - 2007.01.25 21:41:00 -
[3]
Stop lying, if you only used them for traveling then not being able to use a scram wouldn't even affect you.
Only way you'd be against it is if you scram and stab at the same time.
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Christopher Dalran
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Posted - 2007.01.25 21:43:00 -
[4]
Which scram, 20km or 7.5 km?
1 Stab will negate a 20km, 2 are needed for a 7.5 scram.
Also its not just the locking range penalty, its also a 50% increase in the time it takes them to aquire a lock. Dont forget it is also easier to dampen them if they start off with half range to begin with.
Its possible to negate the penalty of a stab by also fitting a sensor booster, however now you eat up a Mid slot in addition to a low slot.
I believe you said it yourself, "after about 30 seconds of fighting it became clear i was far superior than him". Its still definitly possible to pvp with a stab on, but just as you found out your enemies will alwayse be far superior than you if you do it.
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Audri Fisher
Caldari The Keep THE R0CK
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Posted - 2007.01.25 21:45:00 -
[5]
The stab nerfed, with a few exeptions, only nerfed those setups that never had a scrammbler on in the first place, i.e. long range ships that couldn't defend themselves from a rookie ship if one got close to one.
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Maeltstome
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Posted - 2007.01.25 21:46:00 -
[6]
But whats the point if you can hold them down long enough to kill them?
also shield tankers dont really take any hit for fitting one. I was far superior to him due to me knowing more than how to simply gank ships in belts, it had nothing to do with him having a stab.
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Maeltstome
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Posted - 2007.01.25 21:47:00 -
[7]
Originally by: Audri Fisher The stab nerfed, with a few exeptions, only nerfed those setups that never had a scrammbler on in the first place, i.e. long range ships that couldn't defend themselves from a rookie ship if one got close to one.
You just made the point i was making in about 2 lines. Thanks.
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Vicious Phoenix
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Posted - 2007.01.25 21:50:00 -
[8]
The stab nerf worked perfectly.
CFW (Certified Forum Warrior) I kill people ingame too. |

Maeltstome
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Posted - 2007.01.25 21:52:00 -
[9]
read my post, the whole post this time...
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Juddi Zito
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Posted - 2007.01.26 03:05:00 -
[10]
Who needs WCSs when you have 6 km/s BSs?
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Death Merchant
InterGalactic Corp. Imperial Republic Of the North
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Posted - 2007.01.26 03:25:00 -
[11]
I see far less stabs in pvp now. Anyone who would gimp theyre setup with a stab are not a real threat anyway. Stabs still give the penalty if your caught in a bubble. Stabs still have the penalty if someone have 2 points on you. I dont wear stabs on pvp setups so not even sure how bad it affects lock times. But I rarely look at a mail with anyone who has a stab on anymore. Except haulers.
I think nerf has worked to my liking.
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Dupac
Infinity Enterprises Interstellar Alcohol Conglomerate
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Posted - 2007.01.26 04:57:00 -
[12]
It has sort of worked.
The kind of people that used to fit stabs now just log off  |

Crazy Tasty
Beyond Divinity Inc Privateer Alliance
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Posted - 2007.01.26 05:12:00 -
[13]
I still run into close range setups with stabs on. I, personally, would have liked the initial change to be much harsher.
But, they are far less common in PvP now.
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Sexual Chocolate
Destructive Influence Band of Brothers
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Posted - 2007.01.26 05:25:00 -
[14]
IMO stabs are working pretty well. Generaly I don't find them on combat fitted ships anymore... instead they now fit nanofibers and inertiastabs. 
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